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About This Game

Antistatic is a crisp, uncompromising indie platform fighter. Simple for beginners, with a philosophy to emphasize depth and variety of play at all levels. Engage in local or online multiplayer matches as teams or as rivals.



Inside a crumbling digital world, atomic combatants carry out their programming in an endless series of battles over the remaining shielded landmarks.

Online play — join one other player in online matches; online is still early in development, with much more in the works
Familiar mechanics — shields, directional influence, lag-canceling, grabs, wavedashing, and more
Full GameCube controller support — play with the iconic platform fighter controller using the official adapter
5 characters — all with different play styles, and more coming over Early Access
10 stage layouts — some staples, and some new

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Title: Antistatic
Genre: Action, Indie, Early Access
Developer:
bluehexagons
Publisher:
bluehexagons
Release Date: 24 Jan, 2019


Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Ryzen 3 2200G
  • Memory: 2 GB RAM
  • Graphics: Vega 8 Graphics, or other OpenGL 4.0 Compatible graphics
  • Storage: 200 MB available space
  • Additional Notes: Minimum requirements represent lowest supported hardware configuration for stable play

English



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Its fun, but lacks a lot of stuff. It is in early acces tho.. Very early in development, so it's lacking in a lot of departments. That said, the core gameplay is tight and with some time most of the problems will be fixed and most missing features will be implemented. Also, the dev seems pretty engaged with the community and is very active, at least on discord, while posting constant updates about the development timeline. Overall, at it's current state it's a very 'rough' game with a good core that only shows signs of improving.. Very early in development, so it's lacking in a lot of departments. That said, the core gameplay is tight and with some time most of the problems will be fixed and most missing features will be implemented. Also, the dev seems pretty engaged with the community and is very active, at least on discord, while posting constant updates about the development timeline. Overall, at it's current state it's a very 'rough' game with a good core that only shows signs of improving.. Its fun, but lacks a lot of stuff. It is in early acces tho.. Very early in development, so it's lacking in a lot of departments. That said, the core gameplay is tight and with some time most of the problems will be fixed and most missing features will be implemented. Also, the dev seems pretty engaged with the community and is very active, at least on discord, while posting constant updates about the development timeline. Overall, at it's current state it's a very 'rough' game with a good core that only shows signs of improving.. Its fun, but lacks a lot of stuff. It is in early acces tho.


Weekly Alpha v0.3.5:
More quality of life improvements, plus bug fixes. Still working on netplay reliability, and there's a new menu in the works that will hopefully be ready next week.

Change log on Trllo: https://trello.com/c/3Ii8Ow5E/65-v035-apr-5-2019

Netplay. Alpha 0.3: Netplay Prototype:
First release of the netplay prototype: a lot of features are missing, problems are going to happen. But at a basic level, it works.

Website[bluehexagons.com] | Discord[discord.gg] | Official Subreddit | Twitter | Roadmap on Trello[trello.com]

There are two netplay buttons on the Versus Select screen: host, and join from clipboard. Either player can host, and doing so will copy the lobby code to the clipboard. Share the code with another player, who only needs to use the Join From Clipboard button to join the lobby.

More information about the patch is available in the Trello card:
https://trello.com/c/mrXRlZ3R/50-v030-mar-4-2019

Just getting to this point was a large task. Antistatic's game engine, being built from the ground up starting over 7 years ago, was not originally designed for online play to ever happen. Over the last years, the code has been reorganized several times to build more consistency to lead up to online play. For the final push for alpha 0.3, getting generally-stable netplay took about one month of work, and a lot of help from testers. My professional programming background is in offline game development, HTTP server code, and interactive web applications, so creating a system for real-time communication with UDP took a lot of learning, trial, and error. I'm expecting bugs, so please report any on the Discord. A bug tracker will be set up later.

The server component, although very limited in scope right now and insufficiently organized, has been open-sourced, available on GitHub. Netplay has been a learning process for me. I suspect there are many things I can do better, and having the source code available allows anyone interested to sanity check everything. Another benefit is giving the community the freedom to run private lobby servers, an option I find lacking in many modern games. Note that I provide no warranty or support for this code or its reuse.

Over time I plan to license more of the networking code as open source, and potentially other parts of the game. The open source ecosystem helped to get me where I am today, and this is my small way of giving back.

I look forward to seeing everyone online!
Join us on Discord at https://discord.gg/ZGJvA8P. Weekly Alpha v0.3.4:
Patch notes were previously only posted on Discord[discord.gg] and Trello[trello.com], but starting this week they'll be shared here as well.

Quality of life update more than anything. Controls can now be rebound using a very basic `mapping` console command until a UI is built to make it simpler. Instructions: https://trello.com/c/DH6uPzfu/59-console-based-control-rebinding

Change log on Trello: https://trello.com/c/pheuUA4P/64-v034-mar-29-2019

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